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利用雷射光碟(CD)做光的繞射實驗

雷射光碟(以下簡稱CD)除了在電腦、音響方面有甚佳的視聽功能外,在光線照射下,呈現彩虹狀的光譜,必定引起你我研究其光學性質的興趣。國內以CD研究光的繞射的著作,有李偉等四人近三年發表五篇,國外科教期刊自1991年迄今共有19 篇,在老師指導下,利用CD進行了8 項實驗,分成三大項。1.利用氦氖雷射分別照射舊唱片、CD、DVD,反射光形成繞射現象,由dsinθ=mλ,量出槽距。2.將CD-R 的鋁層刮掉,(整疊購買的CD-R上下有數片未鍍鋁的瑕疵片),成為透光式CD(透射式光柵),將其中心半徑5.5 公分部份,用黑紙遮住,正對陽光,螺旋狀的溝槽將陽光聚成一點,量出各色光到CD的距離,可算出色光的波長。3.透射式CD置於投影機鏡頭前方,投影機置物台上,放置化學藥品,可直接在屏上觀察吸收光譜。The rainbow of colors reflected from the surface of an audio compact disc (CD) is a familiar sight.It is the phenomenon of light diffraction. A standard CD has 20,625 turns of the spiral, and each line is spaced by 1.6μm. This provides a grating of 625 lines/mm. We used ordinary CDs as reflection grating in our experiment,and transparent factory rejects with no coating but printed data spirals as diffraction grating. We conducted eight experiments of diffraction using the two kinds of CD. (a) Determined the grating spacing of an ordinary CD using a laser beam. (b) Determined the grating spacing of a transparent CD using a laser beam. (c) Studied the diffraction patterns caused by a laser beam held at angles to a transparent CD. (d) Measured the wavelengths of sunlight using a transparent CD. (e) Measured the wavelengths of sunlight using an ordinary CD. (f) Formed a rainbow using a transparent CD. (g) Observed the scattering of light using a transparent CD. (h) Demonstrated the absorption spectrum using a transparent CD and an overhead projector.

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抽籤機

此篇報告中,主要是在敘述以單晶片8051為主體,運用其所具有之功能,製作成此作品,稱為記數抽籤機,又稱抽籤機,根據本篇報告結果,可歸納出以下結果:1.本實驗能讓初學者對單晶片8051之特性與功能有更深的了解,以增進實驗與成品實作的能力。2.此作品以便利為原則,故其體積不大,重量輕攜帶方便。3.使用之元件普遍,價格便宜,在電子材料行均可買的到,成本低。4.依本品之功能,可用於學校讓老師進行抽問,也可用於其他有抽籤或抽獎活動之場合,公平又公正。;In the report, we take the single chip 8051 as a main body, making use of function to do the counting drawing lots machine, which are also called drawing lots machine. According to the resultof this report, conclusions are as followings: 1. With the experiment, the beginners egt deeper understanding about the characteristics and the finished products. 2. This machine is light and its volume is small, so it is easy and convenient to carry with. 3. The essential elements are common,cheap and can easily be bought in the store which is sellong electronic materials. 4. The drawing lots machine can be used at schools when teachers want to pick out some students to ask or it can be used for some drawing lots occasion as well. The outcome is just and fair.

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Heart‧Secret~探討讀心術的密碼

本研究起自於玩「吉普賽人讀心術」電腦遊戲所引發的問題,配合數學「整數的簡化計算」、「因數和倍數」、「怎樣列式」單元,來探討讀心術的設計原理,並嘗試設計自己的讀心術。結果顯示:一、「吉普賽人讀心術」是以 9 的倍數來設計。二、不同的讀心術設計原理不同,但都和整數的簡化計算有關,也和倍數有關。三、設計自己的讀心術遊戲時,需考慮玩家的計算步驟不能太複雜,設計者必須有快速的步驟猜中數字。

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第三次世界大戰 ─ 植物 VS.電磁波

植物 VS.電磁波,如何有效降低電磁波,這是一個連我們老師都好有興趣的問題。一開始在擬訂計畫時,我們討論到很多方法,如用指南針、布、植物等… ,後來我們還是決定選擇用植物,因為植物符合方便、經濟、環保天然又安全的標準;而在中國時報上剛好也有一位國科會的教授,他曾提出了一個創意的構想:我們可以試著利用植物的大分子代替研發電器的材質等;因此我們嘗試選擇依植物的葉片形狀不同,將植物葉片分類為較厚的、大片狀的、小片狀的等;另外我們也選擇了日常生活使用率較高的機子,如映像管電視、液晶電視、手機、桌上型電腦、筆記型電腦、MP3 耳機、吹風機、微波爐等八種電器,分別以距離、時間及植物阻隔物等當操縱變因,來比較電磁波的強弱,試著找出最理想的植物阻隔物,提供給專家做為代替電器降低電磁波材質的參考。

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搶救視力-自製電腦視力測量器

我們利用電腦製作了一套視力測量器,可以很快速、方便的檢測自己的視力狀況。經過大家的努力,我們自製的電腦視力測量器目前可以測量下列的項目:(1) E字視力檢測:檢查視力是否正常。測量時,電腦會自動隨機變換E字的缺口方向,讓受測者無法猜答案。測完可顯示有趣圖案和音效,告知檢查結果。我們以17 吋電腦螢幕製作,適用於受測距離2~6 公尺的空間大小。對於不同的電腦螢幕大小 (例如:12 吋~24吋),只要改變受測距離都可適用。(2) 斜弱視檢查:利用電腦產生的亂點立體圖,戴上紅藍眼鏡,檢查是否有斜弱視。(3) 散光檢查:透過電腦產生的散光檢查表,判斷線條濃淡,可以知道是否有散光。電腦視力測量器和標準視力測量器做對照組測量比較後準確率已達 70%,所以可應用於視力檢查。而且我們使用 Power Point設計,容易透過網際網路 e-mail傳送、或在網站供大家下載使用,達到推廣視力保健的目的。

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看穿磁魔的真面目

「磁鐵」」單元要讓學生了解磁力的大小及磁場的基本概念,過去的實驗是用鐵沙吸附在磁鐵的現象及鐵沙的量來判定磁鐵的磁力及磁場的變化,但根據過去的經驗,學生還是難以轉化對磁力線及磁場的認識,於是我們除了用傳統的方式來認識磁力線外,也試著用更具新穎、更具有效率且吸引學生的方式來看看這磁力線的真面目,我們用傳統的電腦螢幕發現了磁鐵貼近螢幕時,會將他磁力線的面貌以光譜的方式呈現出來,讓我們能清楚的判定磁鐵的磁極及磁力的大小,亦能透過螢幕看見兩個磁場交互作用的微妙變化、透過水的結凍現象發現了磁力線造成水分子結構的改變,這神奇的魔力透過實驗我們找到蛛絲馬跡,感受到強大的磁場對日常生活的影響。

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三階魔方一筆畫—三階立方體中的漢米頓路徑

市面上有一種黑白三階方塊益智玩具,由黑白相間的方塊以一條繩子串起,透過特定的折法可以堆疊成三階立方,那麼,三階立方中有幾種一筆畫漢米頓路徑?本組透過分析平面方格中的漢米頓路徑,擴充討論三階立方體的漢米頓路徑。在無序狀態下,將旋轉與鏡射路經視為同一路徑,本組依循一定的邏輯分類,求得三階立方漢米頓路徑共1449種,若考慮立方體三視圖為同一路徑,則漢米頓路徑應該只有483種;經隨機抽樣檢驗,483種路徑還原後並沒有完全涵蓋在1449種中,因此三階立方體中的漢米頓路徑至少大於483種。另外,平面化的三階立方,將27個節點間以特定54條路徑相連,將來可以電腦模擬找出答案。

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Rubik's Cube Solver

Aim: Over the years I became quite quick at solving the cube. I was keen to see if I could create a mechanical system that would do it in a similar time. Because of financial limitations and equipment I thought it impossible to achieve my usual times of around 1 minute and so settled on a target of 10 minutes. So my aim became; “To create a mechanical system that could solve the cube 100% reliably in less than 10 minutes” What I did: I started from the view that I wanted to get it to find a solution using the process that I usually use. The downside of this approach was that this approach meant that most internet research was irrelevant to my project. Also some methods I found were very sophisticated and expensive eg. the university professor who created a system to solve it in 6 seconds. I wrote software capable of solving the cube, printed out its results then testing the instruction steps by manually manipulating the cube. This was improved until 100% reliable. I then developed the user interface to input the colours on each face. The building of the hardware to manipulate the cube proved my most difficult challenge. To get the cube flipped and rotated accurately using the 5 servos. I modeled this using lego and popsicle sticks until the movements met the accuracy and reliability outcomes I needed. Surprisingly these materials held up to the challenge. Integrating the software and hardware functional models took a lot longer than anticipated to get the software instructions executed and coordinated. A great deal of fine tuning was required. Outcome: The system solves the cube 100% of the time. I was exceptionally pleased with this result in view of the lego and popsicle stick model. On reflection I have achieved a successful working model that university students have aspired to and this gives me great satisfaction. Conclusion: While the outcome is pleasing I envisaged achieving a much faster system with easier data input using camera and colour recognition software. Unfortunately time and my budget restrictions prevented this from being developed. However this is a step I am interested in implementing in the future. The speed could be improved by designing more efficient cube solving algorithms, implementing a camera with colour recognition, and possibly rethinking and redesigning my mechanical design. I would also like to Figure 1 illustrates how the air would flow through a fan, and get pushed underground in several short HDPE pipes. This tempered air would then be fed into a small, insulated air chamber built against the home that contains an air-sourced heat pump. The walls of this chamber would have small vents to balance air pressure, and an exit near the top for cooled exhaust air. When the temperature outdoors is in the coldest stage of winter (daily average of -3.0ºC), the tempered air being brought into the chamber would simulate an outdoor ambient temperature of about 10.0ºC, allowing a heat pump to operate with a COP of ~3.79 (based on data from Goodman Air Conditioning and Heating).² This means that for every unit of energy put into the heat pump, 3.79 units of energy are extracted. 4. Conclusions: In building an enclosed air chamber for around an air-sourced heat pump, it was found that it is possible to simulate a 10.0ºC climate in the coldest parts of winter through air tempering. This will allow the heat pump to run substantially more efficiently throughout the year. This system could be used effectively to heat a home in the winter, as well as cool a home in the summer.

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平面切立方體內單位立方格數極值之計算

我們先假設有一正方體及一截過正方體之平面,並設正立方體為一k*k*k 之立體。為計算平面截過之單位正立方體個數,我們必須先分別計算各層被切過之個數再將之相加,因此將各層面投影至同一平面,簡化為平面上之問題,並討論其性質/規律,計算平面截此正立方體之個數。如此,便可以一般化數學式計算平面截正立方體個數之問題。接著,用以上方法為基礎,討論各種平面切正立方體之類型,將被平面所截之單位立方體個數以電腦程式算出,觀察數字變化及其性質規則,並找出最大值發生之條件。 We initially supposed that there are a regular hexahedron consists of unitary n × n cubes and a plane which incises the regular hexahedron. To calculate the total number of the unitary cubes incised by the plane, we can first calculate them layer by layer and then sum them up. And further, we project each layer on the same plane, so the three-dimensional problem is simplified into two-dimension. By making use of the character which results from projection, we can easily calculate the number of the unitary cubes incised. Consequently, we are able to calculate them with a general equation. Afterward, we research each circumstance that the plane incises the regular hexahedron on the base of the mentioned methods. Calculate them with self-designed computer programs, and observe the regulation and change of the result. Furthermore, we can find out when it will achieve the maximum.

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蟋蟀的聲音分析與聲音行為探討

蟋蟀聲音與行為的關係密不可分。取北部四種蟋蟀樣本,以數位錄音筆錄製及電腦軟體分析蟋蟀的聲音,並用PCR技術萃取蟋蟀的粒線體DNA(16S)加以分析,藉此和傳統的形態學分類相互比較。結果發現蟋蟀聲音的頻率特性中主頻率的差異在親緣遠近有關聯性,但聲音的時間特性方面則沒有特定關聯,不過聲學分析圖仍可作為單一種的鑑定指標。此外,研究發現此4種蟋蟀的聲音頻率範圍有重疊現象,但主頻率、脈衝比、唧聲率及唧聲長不同,推測雌蟋蟀應是綜合這些特性辨別同種。另一方面,以黑蟋蟀作為研究對象,進行干擾實驗,觀察並繪製出其聲音行為模式; 並將此作為對照,結果發現蟋蟀的生殖行為主要受到雄蟋蟀的聲音支配,而雄蟋蟀則以嗅覺辨別雌蟋蟀位置,決定下一步行動,與視覺較無關係。 Cricket's voice is closely related to the behavior. We select four species of crickets from the northern Taiwan to study the acoustic and mating behaviors. The digital sound recorder and acoustic software are used to analyze their acoustic characters. Furthermore, the PCR technology is used to amplify and sequence parts of mtDNA sequences and the results were compiled as the comparison to the traditional morphological character. The result shows that the resolution in acoustic characters of main frequency, pulse number, chirp rate, and the length of chirp are different among four species, though the minor frequency pattern is overlapping. Moreover, we find that frequency characteristic difference among four species is partly related to their phylogenetic relationship, yet is not seen in time characteristic. It is obvious that difference of acoustic behavior can be regarded as identified index among species. Results of acoustic analysis impel us to infer that the female crickets take the comprehensive acoustic behavior to distinguish their specific male. In addition, behavior pattern and model of Gryllus bimaculatus are established as the comparison of interfering experiment is undertaken. Which results suggest that the mating behavior in cricket is dominated by males’ acoustic behavior, and is initiated by male’s olfactory sense rather than that of sight.

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記憶學習機

一般學生對於學校課程學習的負擔,再加上對本身的自信心不足,往往導致學生自己所「背」的東西不是十分確信是否有真正記進腦中,也常常困擾著他們。因此,引發本小組想設計一個可以自我評測且可以立即得到成績的輔助學習機;在研究過程中,本小組設計記憶學習機不但可以做到使用者自我評測的功能,還可以讓使用者馬上得到檢測的結果並且使用者可以回顧先前成績欄紀錄;記憶學習機經過本小組組員的辛苦孕育下誕生,本小組便拿著「它」讓班上同學認識,雖然「它」不是同學心中的最佳主角,但是同學卻一致認定「它」是『最佳伴讀夥伴』。本作品主要功能有:1.能調整使用者所要求的測試時問。2.該作品能記憶此次測試成績,以便和下次相互比較。3.依使用者的需求選擇中文、英文、數字及遊戲模式做記憶訓練。4.能有立即性的成效及回饋。 Due to the pressure of courses and lack of confidence, many students are often not sure of what they have recited on a lesson previously, which in turn always disturbs and cut down learning confidence of students. To eradicate the obstacles they encounter, we decide to research into this topic. A memory-based learning-aided machine is designed for students to self-evaluate themselves and to get the feedback at once. In the process of development, the memory-based learning-aided machine not only lets users practice the exercise of their own, but also is able to derive the outcomes immediately and retrieve the previous records effectively and efficiently. We strive to make this learning-aided machine at its best performance as possible as we can. Besides, the memory-based learning-aided machine provides the alternatives for the users to answer the question in a way that they like. For example, users can answer questions in English mode, can choose the limit time into test themselves in a time. In addition, the system can expand its material by inputting data into the knowledge base. By our group members' lasting efforts, the learning-aided machine was created, finally. According to the result of experiment that we applied to the classmates, we conclude that the memory-based learning-aided machine is the best assistant and learning partner for the students. We would like to introduce it to classmates and hope they will be interested in using it to enhance their learning motivation and performance.

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我們的電腦語言

當我們寫作電腦程式時,經常發現一個現象,就是:在某個時候會須要某種功能,但是我們正在使用的那種電腦語言( ex : FORTRAN . BASIC )沒有這種功能,而另一種語言有。因此我們便想到要學習一種功能最強大的語言,要能包容其他各種語言的所有重要功能的。但是我們找不到。於是退而求其次,希望能找到一種可以定義指令的語言,這樣我們就可以定義出我們想用的功能。 FORTH可以,但它只能作整數運算,作浮點運算時必須採用模擬的方法,定義起來太複雜。 LOGO可以,但它是Interpreter ,速度太慢。我們理想中的語言要有:Compiler 的速度 FORTRAN 的運算能力 PASCAL 的結構化 BASIC 的簡單易學 LOGO 的定義指令能力當我們 找不到這樣一個語言時,我們就自己動手來創造了。

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